L L4D2node

DataTable_CreateClientClassInfosFromServerClasses

0x001445c0 · 430 bytes · __cdecl

_Z49DataTable_CreateClientClassInfosFromServerClassesP16CBaseClientState

Decompiled

undefined (1 param)

/* DataTable_CreateClientClassInfosFromServerClasses(CBaseClientState*) */

void DataTable_CreateClientClassInfosFromServerClasses(CBaseClientState *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  undefined4 *puVar3;
  C_ServerClassInfo *pCVar4;
  uint uVar5;
  uint *puVar6;
  undefined4 uVar7;
  int iVar8;
  C_ServerClassInfo *pCVar9;
  int iVar10;
  uint local_28;
  uint local_20;
  
  if (serverGameDLL == (int *)0x0) {
    Sys_Error("DataTable_CreateClientClassInfosFromServerClasses:  No serverGameDLL loaded!");
  }
  puVar2 = (undefined4 *)(**(code **)(*serverGameDLL + 0x28))(serverGameDLL);
  if (puVar2 == (undefined4 *)0x0) {
    local_28 = 0xffffffff;
    local_20 = 0;
  }
  else {
    puVar3 = puVar2;
    local_20 = 0;
    do {
      local_28 = local_20;
      puVar3 = (undefined4 *)puVar3[2];
      local_20 = local_28 + 1;
    } while (puVar3 != (undefined4 *)0x0);
  }
  pCVar9 = *(C_ServerClassInfo **)(param_1 + 0x41c4);
  if (pCVar9 != (C_ServerClassInfo *)0x0) {
    pCVar4 = pCVar9 + *(int *)(pCVar9 + -4) * 0x10;
    if (pCVar9 != pCVar4) {
      do {
        pCVar4 = pCVar4 + -0x10;
        C_ServerClassInfo::~C_ServerClassInfo(pCVar4);
        pCVar9 = *(C_ServerClassInfo **)(param_1 + 0x41c4);
      } while (pCVar9 != pCVar4);
    }
    operator_delete__(pCVar9 + -4);
  }
  *(uint *)(param_1 + 0x41c8) = local_20;
  uVar5 = 0xffffffff;
  if (local_20 < 0x7f00001) {
    uVar5 = local_20 * 0x10 + 4;
  }
  puVar6 = operator_new__(uVar5);
  pCVar4 = (C_ServerClassInfo *)(puVar6 + 1);
  *puVar6 = local_20;
  pCVar9 = pCVar4;
  for (; local_28 != 0xffffffff; local_28 = local_28 - 1) {
                    /* try { // try from 001446a3 to 001446a7 has its CatchHandler @ 0014476e */
    C_ServerClassInfo::C_ServerClassInfo(pCVar9);
    pCVar9 = pCVar9 + 0x10;
  }
  *(C_ServerClassInfo **)(param_1 + 0x41c4) = pCVar4;
  if (pCVar4 == (C_ServerClassInfo *)0x0) {
    Host_EndGame(true,"CL_ParseClassInfo: can\'t allocate %d C_ServerClassInfos.\n",
                 *(undefined4 *)(param_1 + 0x41c8));
  }
  else {
    iVar10 = 0;
    for (; puVar2 != (undefined4 *)0x0; puVar2 = (undefined4 *)puVar2[2]) {
      puVar2[3] = iVar10;
      iVar8 = iVar10 * 0x10;
      iVar10 = iVar10 + 1;
      iVar1 = *(int *)(param_1 + 0x41c4);
      uVar7 = COM_StringCopy((char *)*puVar2);
      *(undefined4 *)(iVar8 + iVar1 + 4) = uVar7;
      iVar1 = puVar2[3];
      iVar8 = *(int *)(param_1 + 0x41c4);
      uVar7 = COM_StringCopy(*(char **)(puVar2[1] + 8));
      *(undefined4 *)(iVar1 * 0x10 + iVar8 + 8) = uVar7;
    }
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)